HTML preprocessors can make writing HTML more powerful or convenient. For instance, Markdown is designed to be easier to write and read for text documents and you could write a loop in Pug.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. So you don't have access to higher-up elements like the <html>
tag. If you want to add classes there that can affect the whole document, this is the place to do it.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. If you need things in the <head>
of the document, put that code here.
The resource you are linking to is using the 'http' protocol, which may not work when the browser is using https.
CSS preprocessors help make authoring CSS easier. All of them offer things like variables and mixins to provide convenient abstractions.
It's a common practice to apply CSS to a page that styles elements such that they are consistent across all browsers. We offer two of the most popular choices: normalize.css and a reset. Or, choose Neither and nothing will be applied.
To get the best cross-browser support, it is a common practice to apply vendor prefixes to CSS properties and values that require them to work. For instance -webkit-
or -moz-
.
We offer two popular choices: Autoprefixer (which processes your CSS server-side) and -prefix-free (which applies prefixes via a script, client-side).
Any URLs added here will be added as <link>
s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.
You can apply CSS to your Pen from any stylesheet on the web. Just put a URL to it here and we'll apply it, in the order you have them, before the CSS in the Pen itself.
You can also link to another Pen here (use the .css
URL Extension) and we'll pull the CSS from that Pen and include it. If it's using a matching preprocessor, use the appropriate URL Extension and we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
JavaScript preprocessors can help make authoring JavaScript easier and more convenient.
Babel includes JSX processing.
Any URL's added here will be added as <script>
s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.
You can apply a script from anywhere on the web to your Pen. Just put a URL to it here and we'll add it, in the order you have them, before the JavaScript in the Pen itself.
If the script you link to has the file extension of a preprocessor, we'll attempt to process it before applying.
You can also link to another Pen here, and we'll pull the JavaScript from that Pen and include it. If it's using a matching preprocessor, we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
Search for and use JavaScript packages from npm here. By selecting a package, an import
statement will be added to the top of the JavaScript editor for this package.
Using packages here is powered by Skypack, which makes packages from npm not only available on a CDN, but prepares them for native JavaScript ES6 import
usage.
All packages are different, so refer to their docs for how they work.
If you're using React / ReactDOM, make sure to turn on Babel for the JSX processing.
If active, Pens will autosave every 30 seconds after being saved once.
If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.
If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.
Visit your global Editor Settings.
<button onclick="randomColors();">Generate new planet</button>
body
margin: 0
canvas
display: block
button
position: absolute
top: 1em
right: 1em
background-color: rgba(0,0,0,.3)
border: none
color: rgba(255,255,255,.5)
padding: 0.5em 1em
border-radius: 4px
cursor: pointer
var detail = 10;
var shapeSize = 7;
var size = 4;
var height = 7;
var stars = [];
var meteorParticles = [];
var craterSize = 2;
var starAmnt = 50;
var vertexAmount = 1;
var colors = [
new THREE.Color("#0000ff"),
new THREE.Color("#5c5cff"),
new THREE.Color("#00ff00"),
new THREE.Color("#4c6c24"),
new THREE.Color("#b5651d"),
new THREE.Color("#ffffff")
];
var changedHeight = false;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.z = 20;
const scale = (num, in_min, in_max, out_min, out_max) => {
return ((num - in_min) * (out_max - out_min)) / (in_max - in_min) + out_min;
};
const random = (mn, mx) => {
return Math.random() * (mx - mn) + mn;
};
var stats = new Stats();
stats.showPanel( 0 );
document.body.appendChild( stats.dom );
var renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setClearColor("#000000");
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", () => {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
});
scene.fog = new THREE.Fog("#2F3B45", 10, 50);
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2(-10,0);
function onMouseMove(e) {
mouse.x = ( e.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
}
window.addEventListener( 'mousemove', onMouseMove, false );
var colorMeteorGeo = new THREE.IcosahedronGeometry(0.7,0);
var colorMeteorMat = new THREE.MeshLambertMaterial({flatShading: true,color: colors[0],transparent: true});
var colorMeteorMesh = new THREE.Mesh(colorMeteorGeo,colorMeteorMat);
colorMeteorMesh.position.set(100,100,100);
scene.add(colorMeteorMesh);
var geometry = new THREE.IcosahedronGeometry(shapeSize, size);
var material = new THREE.MeshLambertMaterial({
flatShading: true,
vertexColors: THREE.VertexColors
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
generateColors();
changedHeight = true;
for (var i = 0; i < starAmnt; i++) {
var starGeo = new THREE.IcosahedronGeometry(0.2,0);
var cVal = random(0.5,1);
var starMat = new THREE.MeshLambertMaterial({flatShading: true,color: new THREE.Color(cVal,cVal,cVal),reflectivity:1});
var starMesh = new THREE.Mesh(starGeo,starMat);
var starAngle = scale(i,0,starAmnt-1,0,Math.PI*2);
var radius = random(12,16);
starMesh.position.set(Math.cos(starAngle) * radius,random(-1,1),Math.sin(starAngle) * radius);
starMesh.rotation.x = random(0,Math.PI*2);
starMesh.rotation.z = random(0,Math.PI*2);
scene.add(starMesh);
stars.push(starMesh);
starMesh.waveOff = Math.random()*1000;
starMesh.doWave = true;
}
var light = new THREE.PointLight("#fefefe", 1, 1000);
light.position.set(0, -30, 0);
scene.add(light);
var light = new THREE.HemisphereLight('#bebebe', 0x080820, 1.5);
scene.add(light);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.04;
controls.rotateSpeed = 0.06;
var frames = 0;
var render = function() {
controls.update();
stats.begin();
mesh.geometry.colorsNeedUpdate = true;
mesh.geometry.verticesNeedUpdate = true;
for (var i = 0; i < stars.length; i++) {
stars[i].rotation.y += 0.005;
stars[i].rotation.x += 0.008;
}
let x = Math.cos(frames/300) * 20;
let z = Math.sin(frames/300) * 20;
let y = scale(mouse.y,-1,1,-0.5,0.5);
camera.position.set(x,y+2,z);
camera.lookAt(0,0,0);
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObject(mesh);
if (intersects.length > 0) {
for (var i = 0; i < intersects.length; i++) {
if (!intersects[i].face.isAnimating) {
intersects[i].face.isAnimating = true;
let oldColor = intersects[i].face.color.clone();
this.tl = new TimelineMax();
this.tl.to(intersects[i].face.color,.25, {r: oldColor.r+0.3, g: oldColor.g+0.3, b: oldColor.b+0.3, ease: Expo.easeOut})
this.tl.to(intersects[i].face.color,.25, {r: oldColor.r, g: oldColor.g, b: oldColor.b, ease: Expo.easeOut})
let index = i;
setTimeout(() => {
intersects[index].face.isAnimating = false;
},500)
}
}
}
for (var i = 0; i < stars.length; i++) {
if (stars[i].doWave) {
let newY = Math.sin(stars[i].waveOff);
stars[i].position.y = newY;
stars[i].waveOff += 0.01;
}
}
frames ++;
renderer.render(scene, camera);
stats.end();
requestAnimationFrame(render);
};
render();
function generateColors() {
var flatGeometry = new THREE.IcosahedronGeometry(shapeSize, size);
for (var i = 0; i < geometry.faces.length; i++) {
geometry.faces[i].color.set(mesh.geometry.faces[i].color.clone());
}
var simplex = new SimplexNoise();
let chosenIndex = Math.floor(random(0, mesh.geometry.faces.length - 1));
var vertices = flatGeometry.vertices;
var actualVertices = mesh.geometry.vertices;
var v1 = vertices[mesh.geometry.faces[chosenIndex].a];
var v2 = vertices[mesh.geometry.faces[chosenIndex].b];
var v3 = vertices[mesh.geometry.faces[chosenIndex].c];
let chosenPosition = new THREE.Vector3(
(v1.x + v2.x + v3.x) / 3,
(v1.y + v2.y + v3.y) / 3,
(v1.z + v2.z + v3.z) / 3
);
colorMeteorMesh.material.color.set(colors[0]);
this.tl = new TimelineMax();
colorMeteorMesh.position.set(chosenPosition.x*10,chosenPosition.y*10,chosenPosition.z*10);
this.tl.to(colorMeteorMesh.position,2,{x: chosenPosition.x*0.8, y: chosenPosition.y*0.8, z: chosenPosition.z*0.8, ease: Expo.easeOut});
this.tl.to(colorMeteorMesh.material.color,.5,{r: 0.2, g: 0.2, b: 0.2});
var amnt = 100;
for (var i = 0; i < amnt; i++) {
var particleGeo = new THREE.IcosahedronGeometry(0.1,0);
var particleMat = new THREE.MeshBasicMaterial({
color: getColor(Math.random()),
transparent: true,
opacity: 0
});
var particle = new THREE.Mesh(particleGeo,particleMat);
meteorParticles.push(particle);
var dist = scale(i,0,amnt-1,5,1);
particle.position.set(
chosenPosition.x*dist+random(-0.1,0.1),
chosenPosition.y*dist+random(-0.1,0.1),
chosenPosition.z*dist+random(-0.1,0.1)
);
scene.add(particle);
this.tl = new TimelineMax({delay: scale(i,0,amnt-1,0,1)});
this.tl.to(particle.material,.1,{opacity: 1});
this.tl.to(particle.material,.3,{opacity: 0})
}
setTimeout(() => {
for (var i = meteorParticles.length-1; i >= 0; i--) {
scene.remove(meteorParticles[i]);
meteorParticles.splice(i,1);
}
},1500)
for (var i = 0; i < mesh.geometry.faces.length; i++) {
var v1 = vertices[mesh.geometry.faces[i].a];
var v2 = vertices[mesh.geometry.faces[i].b];
var v3 = vertices[mesh.geometry.faces[i].c];
var vs = [v1, v2, v3];
var av1 = actualVertices[mesh.geometry.faces[i].a];
var av2 = actualVertices[mesh.geometry.faces[i].b];
var av3 = actualVertices[mesh.geometry.faces[i].c];
var avs = [av1, av2, av3];
var x = (v1.x + v2.x + v3.x) / 3;
var y = (v1.y + v2.y + v3.y) / 3;
var z = (v1.z + v2.z + v3.z) / 3;
var val = scale(simplex.noise3D(x / detail, y / detail, z / detail),-1,1,0,1);
let index = i;
let v = val;
let distance = new THREE.Vector3(x,y,z).distanceTo(chosenPosition);
let delay = scale(distance,0,shapeSize,0,500) + 950;
var clr = getColor(v);
var remove = scale(distance,0,craterSize,0.75,0.25);
if (distance < craterSize*1.5) { clr.r -= remove; clr.g -= remove; clr.b -= remove; }
this.tl = new TimelineMax({delay: delay/1000});
this.tl.to(mesh.geometry.faces[index].color,.2,{r: clr.r, g: clr.g, b: clr.b, ease: Expo.easeOut});
for (var j = 0; j < 3; j++) {
let currentV = avs[j];
let flatV = vs[j];
var val = scale(simplex.noise3D(x / detail, y / detail, z / detail),-1,1,0,1);
var mult = 0; if (val > 0.6) mult = 0.05; if (val < 0.4) mult = -0.05; if (val < 0.2) mult = -0.07; if (distance < craterSize) mult += scale(distance,0,craterSize,0.3,0.1);
let outwardsVector = new THREE.Vector3(0, 0, 0).sub(flatV).normalize().multiply(new THREE.Vector3(mult*height, mult*height, mult*height));
this.tl = new TimelineMax({delay: delay/1000});
this.tl.to(avs[j],.1,{x: vs[j].x, y: vs[j].y, z: vs[j].z});
this.tl.to(avs[j],.1,{x: (vs[j].x+outwardsVector.x), y: (vs[j].y+outwardsVector.y), z: (vs[j].z+outwardsVector.z)});
}
}
var arrange = false; if (Math.random() <= .4) arrange = true;
var waveAmount = 2*Math.floor(random(1,10));
for (var i = 0; i < stars.length; i++) {
var clr = getColor(Math.random());
if (arrange) clr = colors[Math.floor(scale(i,0,stars.length,0,colors.length-1))]
this.tl = new TimelineMax({delay: 1.5});
this.tl.to(stars[i].material.color,.5,{r: clr.r, g: clr.g, b: clr.b});
if (arrange) {stars[i].doWave = false}
else this.tl.to(stars[i],.1,{doWave: true});
var a = scale(i,0,stars.length,0,Math.PI*2);
var r = random(12,16); if (arrange) r = 14;
let waveY = Math.sin(stars[i].waveOff);
var chosenY = waveY; if (arrange) chosenY = scale(Math.sin(scale(i,0,stars.length,0,Math.PI*waveAmount)),-1,1,-1,1);
this.tl.to(stars[i].position,.5,{x: Math.cos(a) * r, y: chosenY, z: Math.sin(a) * r},'-=.5')
}
}
function getColor(v) {
var noiseVal = scale(v, 0, 1, 1, 0);
if (noiseVal < 0.3) {
return colors[0]
.clone()
.lerp(colors[1].clone(), scale(noiseVal, 0.3, 0, 0, 1));
} else if (noiseVal < 0.31) {
return colors[1]
.clone()
.lerp(colors[2].clone(), scale(noiseVal, 0.3, 0.31, 0, 1));
} else if (noiseVal < 0.6) {
return colors[2]
.clone()
.lerp(colors[3].clone(), scale(noiseVal, 0.31, 0.6, 0, 1));
} else if (noiseVal < 0.61) {
return colors[3]
.clone()
.lerp(colors[4].clone(), scale(noiseVal, 0.6, 0.61, 0, 1));
} else {
return colors[4]
.clone()
.lerp(colors[5].clone(), scale(noiseVal, 0.61, 1, 0, 1));
}
}
function randomColors() {
let choices = ['dark','light','bright'];
let chosenIndex = Math.floor(random(0,3));
let chosenHue = 'random';
if (Math.random() <= 0.2) chosenHue = 'monochrome';
let chosenColors = randomColor({
luminosity: choices[chosenIndex],
hue: chosenHue,
count: colors.length
})
for (var i = 0; i < colors.length; i++) {
colors[i] = new THREE.Color(chosenColors[i]);
}
generateColors();
mesh.geometry.colorsNeedUpdate = true;
mesh.geometry.verticesNeedUpdate = true;
}
Also see: Tab Triggers